[REL] Uvirith's Legacy 3.4

Post » Tue Jan 19, 2016 1:39 pm

Uvirith's Legacy 3.4 is a minor update, focusing on bug fixes (and only those that shouldn't dirty saves). Another update is in the works, but probably won't be ready for another year because it's huge.





http://download.fliggerty.com/download--884



I've included a light download on the same page for people who already have UL 3.2 or higher. It includes the new TR 15.12 add-on and any others I've updated since 3.2's release.



Updated to 3.41 due to a script error.





Previews for the upcoming overhaul, Uvirith's Legacy 4.0:



I have quite a bit of work to do, so no ETA yet. I'll link some sneak peeks of the WIP below as I work on it. Discussion is welcome.



The new http://sarahdimento.com/~sarah/art-design/fantasy-maps/ are currently hosted on my blog (the slideshow takes a moment to load).





Other Mod Updates:



I've also made a minor update to http://download.fliggerty.com/download--880.



http://download.fliggerty.com/download--1088 has a minor update with UV fixes and added dwemer items.

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Gracie Dugdale
 
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Post » Tue Jan 19, 2016 4:45 pm

This update was worth waiting for that's for sure. Thanks for the update Stuporstar! :D

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Nikki Lawrence
 
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Post » Tue Jan 19, 2016 3:08 pm

Cool. Any hints as to what we can expect from the huge update that's coming later?

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Mike Plumley
 
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Post » Tue Jan 19, 2016 4:35 pm

Happy New Year! Indeed.

Downloaded...
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Guinevere Wood
 
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Post » Tue Jan 19, 2016 4:20 pm

Fliggerty seems to still be broken.

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Stephanie Kemp
 
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Post » Tue Jan 19, 2016 11:38 am

Showing dates of 12/23/2016 and 12/28/2016 in files ul mwse companions v2 and 3.4 roht 1.52 add on. Respectively.


Maybe it's me clodding around in Wrye?
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James Hate
 
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Post » Tue Jan 19, 2016 5:31 pm

No it isn't broken. Try agin and if you still having problems then clear your cookies.

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Queen Bitch
 
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Post » Tue Jan 19, 2016 10:31 am

Thank you for the update! And I think we're all looking for the next huge update...

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Prisca Lacour
 
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Post » Tue Jan 19, 2016 1:07 pm

I'm getting an error when I start a new game with Uvirith's Legacy_3.4.esp.



"Expression Error Unable to find global variable "BKU_Bookcounter" in script BKU_Copy_Enabler."



I've tried with just the main esp and Morrowind, Tribunal and Bloodmoon. Even with nothing else in my load order the game refuses to start.

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Noraima Vega
 
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Post » Tue Jan 19, 2016 8:13 pm



I was mostly waiting for TR to update before putting this out, but then a few bugs and typos popped up in the last thread, which was perfect timing. If more minor bugs pop up before the overhaul, I may release a 3.5. The new version is jumping to 4.0, since it won't be compatible with older saves because I've renamed almost everything to standardize IDs and such.




No, that's corrent. I redate them manually in Wrye to make sure they all load in the right order for people. The MWSE companions v2 add-on is actually older, but I left it in there for anyone upgrading from 3.2.




I have a WIP album, but a lot of those images are out of date. I'll post it after updating it a bit, make a big post on my blog, and so on, in the next couple days or so.


One major addition is the atronach forge, which summons an atronach that crafts three sets of atronach armor and weapons--heavy, medium, and light. It's mostly just a recolor or ebony and glass (black, red, and gold), with some added pieces and the medium being a recolored netch adamantium in black and gold. I still have to make new armor for the guards optional armor changes--one "royal" and the other dark.


I made a new alchemy station with 100% new models, and it's compatible with Gawain's stationary apparatus. It has a fire sprite living inside it that has some special powers. I also turned the Bag of Holding into a creature so it's more persistent and doesn't need the warping script (also it opens its mouth and breathes). I'm going to do the same with the spell tomes--have them try to flap away while chained down to their lecturns or something like that.


The vault build now takes longer and goes in stages. The dungeon's been overhauled as well as the prison and barracks (and new armory). It's now even more wild and eccentric. I'm also debating a library overhaul, so I can place all the books in alphabetical order using their original models, because those stupid folios are so damned big. I'm thinking of moving all the original books to where the TR books are now and making alcoves on the second floor (for the TR books) by making a large Telvanni wall mesh with entries on the bottom and top. I've made lots of new meshes, and improved a few of my old Nifskope kit-bashed ones.


The missing prisoner quest is getting a major overhaul, requiring magic items to track down Ralemos rather than him dropping that stupid journal. I also have to overhaul the tome of knowledge quest, but haven't started that yet. There's tons more changes. I'll have to do a proper post on it later.
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naome duncan
 
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Post » Tue Jan 19, 2016 10:10 am

This sure is a great mod for the begining to this new year, thank you Stupostar, this will sure be great to enjoy!



Happy New Years by the way!

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Chantel Hopkin
 
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Post » Tue Jan 19, 2016 4:34 pm


Fixed and re-uploaded to GHF. That variable was supposed to be purged.



Oh, and thanks everyone!

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jasminε
 
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Post » Tue Jan 19, 2016 1:42 pm



That did the trick, thanks.

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Robert Devlin
 
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Post » Tue Jan 19, 2016 8:01 pm

I wonder if you fixed the issue I reported http://www.gamesas.com/topic/1510489-tamriel-rebuilt-the-official-thread-2/page-2#entry24306284 since I thought it was an issue with TR, but later it turns out to be your http://www.gamesas.com/topic/1510489-tamriel-rebuilt-the-official-thread-2/page-2#entry24309800 that had the issue.

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Honey Suckle
 
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Post » Tue Jan 19, 2016 9:12 pm



If you mean just the missing cell pieces you reported, then yes. I have to clean and re-do those corridor changes every time TR updates.
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Emma-Jane Merrin
 
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Post » Tue Jan 19, 2016 4:18 pm

Thank you for fixing the "missing cell pieces" issue. :)

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Paul Rice
 
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Post » Tue Jan 19, 2016 10:57 pm

I just finished turning the Books of Daedric Summoning into grimoires you can use to summon a single daedra for a day. Altering the book is a tricky process, with failure AND success summoning daedra for you to fight the whole time. Lord Uvirith might help you, depending on certain quest conditions, and if he's dead there's another NPC who can give you instructions, but requires other quest conditions. That's not a problem though--so long as you've


Spoiler
summoned the ogrim in Shushan (which you can do during or after the Missing Prisoner quest)

the book will allow you to alter it if you've met all the right conditions. You don't need the NPCs to give you instructions before you can start, so you can totally stumble on how to do it on your own. I've left everything you need lying around in one fashion or other. The book are also tricksy, because it's a Sheogorath thing, but I'm not spoiling any of that here. :devil:

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Amysaurusrex
 
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Post » Tue Jan 19, 2016 3:17 pm

It'd be nice if these daedra-for-a-day pets came with some basic companion scripting. Otherwise babysitting the vanilla AI ends up just being frustrating. No idea if you were already going to do that or not, but thought I'd throw the suggestion out there. :)

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sally coker
 
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Post » Tue Jan 19, 2016 3:15 pm


Yeah, they have basic follow scripting, much like the skeleton you can summon in my Grimoire's mod. I added an automove feature I didn't have on the skeleton, because some of those daedra (especially the ogrim) tend to get in your way. They can levitate and waterwalk with you, but that's about it in terms of spells. You can't tell it to wait or teleport to you or anything--you have to dismiss it and summon it again. The dismiss button in the grimoire menu will dismiss the daedra from any book, not just the ones they can all. When they die they disappear and you have to summon them again. The only penalty for using the book over and over is...well, the books will randomly screw with you in little ways, because Sheogorath.

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Sophie Louise Edge
 
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Post » Tue Jan 19, 2016 11:17 pm

Does a summon for a day daedra appear as a lesser power spell in your spell list (similar to what lesser power works in Oblivion)?

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Jeffrey Lawson
 
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Post » Tue Jan 19, 2016 12:56 pm

Nope, you have to use the book to summon and dismiss them, and it drops a companion-scripted daedra in front of you. There's no magicka cost, but using the book can randomly do... amusing things to you.
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Unstoppable Judge
 
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Post » Tue Jan 19, 2016 8:45 pm

I see. Sounds fun when open the books to often. :)

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Eve Booker
 
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Post » Tue Jan 19, 2016 4:41 pm

http://i.imgur.com/xJNHuLU.jpg It's a custom job on one of Mackom's heads and Aoimevelho's hair, with Kafeid's jewellery. I'm doing my own custom race with Mackom's bb body textures, for any NPCs I redo with his heads, to reduce conflicts with the player's chosen body/head replacers. Sara will probably be next. I'm not sure if I want to go with Mackom's heads for her though. There's no rush on that decision, since there's still so much else to do.

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Connor Wing
 
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Post » Tue Jan 19, 2016 9:11 pm

This mustb have taken hours of... hair-styling. Very nice.



I appreciate Mackom's work, it's a true piece of art but unfortunately the faces scare me a bit. So I'm not mad if You don't use them ;)



Love Your work.

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Joe Bonney
 
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Post » Tue Jan 19, 2016 9:12 pm


Thanks. Hehe, Verena is meant to look a bit scary. I don't think Mackom's faces match Sara too well though, so I'll need to look at other options. Also Mackom's heads, even with his body texture, don't transition too well at the neck. I added a gold choker to Verena's head mesh to hide the seam when she's not wearing her robe, and had to alter Asidi's non-makeup head in a different way so the seam is just below the chin where it's hidden better. I don't know if Mackom made those heads for Robert's bodies or what. I'll have to investigate that, but for now I'll leave them with BB bodies and the head fixes.

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neen
 
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